mirror of
https://github.com/ZDoom/gzdoom.git
synced 2025-02-17 01:31:25 +00:00
Remove light probes completely and make decals use the lightmap
This commit is contained in:
parent
b81a51dabe
commit
34a1ecdee1
7 changed files with 48 additions and 159 deletions
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@ -396,9 +396,9 @@ void D_Render(std::function<void()> action, bool interpolate)
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for (auto Level : AllLevels())
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{
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// Check for the presence of dynamic lights at the start of the frame once.
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if ((gl_lights && vid_rendermode == 4) || (r_dynlights && vid_rendermode != 4) || Level->LightProbes.Size() > 0)
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if ((gl_lights && vid_rendermode == 4) || (r_dynlights && vid_rendermode != 4) || Level->LMTextureCount > 0)
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{
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Level->HasDynamicLights = Level->lights || Level->LightProbes.Size() > 0;
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Level->HasDynamicLights = Level->lights || Level->LMTextureCount > 0;
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}
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else Level->HasDynamicLights = false; // lights are off so effectively we have none.
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if (interpolate) Level->interpolator.DoInterpolations(I_GetTimeFrac());
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@ -459,13 +459,6 @@ public:
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int LMTextureCount = 0;
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int LMTextureSize = 0;
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TArray<uint16_t> LMTextureData;
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TArray<LightProbe> LightProbes;
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int LPMinX = 0;
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int LPMinY = 0;
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int LPWidth = 0;
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int LPHeight = 0;
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static const int LPCellSize = 32;
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TArray<LightProbeCell> LPCells;
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// Portal information.
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FDisplacementTable Displacements;
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@ -61,7 +61,6 @@ class AActor;
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struct FSection;
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struct FLevelLocals;
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struct LightmapSurface;
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struct LightProbe;
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const uint16_t NO_INDEX = 0xffffu;
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const uint32_t NO_SIDE = 0xffffffffu;
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@ -1710,18 +1709,6 @@ struct LightmapSurface
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float *TexCoords;
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};
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struct LightProbe
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{
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float X, Y, Z;
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float Red, Green, Blue;
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};
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struct LightProbeCell
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{
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LightProbe* FirstProbe = nullptr;
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int NumProbes = 0;
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};
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//
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// OTHER TYPES
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//
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@ -3325,17 +3325,11 @@ void MapLoader::SetSideLightmap(const LightmapSurface &surface)
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void MapLoader::LoadLightmap(MapData *map)
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{
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// We have to reset everything as FLevelLocals is recycled between maps
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Level->LightProbes.Reset();
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Level->LPCells.Reset();
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Level->LMTexCoords.Reset();
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Level->LMSurfaces.Reset();
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Level->LMTextureData.Reset();
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Level->LMTextureCount = 0;
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Level->LMTextureSize = 0;
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Level->LPMinX = 0;
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Level->LPMinY = 0;
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Level->LPWidth = 0;
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Level->LPHeight = 0;
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if (!Args->CheckParm("-enablelightmaps"))
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return; // this feature is still too early WIP to allow general access
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@ -3375,61 +3369,8 @@ void MapLoader::LoadLightmap(MapData *map)
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if (numLightProbes > 0)
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{
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Level->LightProbes.Resize(numLightProbes);
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fr.Read(&Level->LightProbes[0], sizeof(LightProbe) * numLightProbes);
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// Sort the light probes so that they are ordered by cell.
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// This lets us point at the first probe knowing all other probes in the cell will follow.
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// Also improves locality.
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double rcpCellSize = 1.0 / Level->LPCellSize;
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auto cellCompareLess = [=](const LightProbe& a, const LightProbe& b)
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{
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double cellY_A = std::floor(a.Y * rcpCellSize);
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double cellY_B = std::floor(b.Y * rcpCellSize);
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if (cellY_A != cellY_B)
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return cellY_A < cellY_B;
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double cellX_A = std::floor(a.X * rcpCellSize);
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double cellX_B = std::floor(b.X * rcpCellSize);
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return cellX_A < cellX_B;
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};
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std::sort(Level->LightProbes.begin(), Level->LightProbes.end(), cellCompareLess);
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// Find probe bounds and the grid that covers it
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float probesMinX = Level->LightProbes[0].X;
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float probesMaxX = Level->LightProbes[0].X;
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float probesMinY = Level->LightProbes[0].Y;
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float probesMaxY = Level->LightProbes[0].Y;
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for (const LightProbe& p : Level->LightProbes)
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{
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probesMinX = std::min(probesMinX, p.X);
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probesMaxX = std::max(probesMaxX, p.X);
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probesMinY = std::min(probesMinY, p.Y);
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probesMaxY = std::max(probesMaxY, p.Y);
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}
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Level->LPMinX = (int)std::floor(probesMinX * rcpCellSize);
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Level->LPMinY = (int)std::floor(probesMinY * rcpCellSize);
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Level->LPWidth = (int)std::floor(probesMaxX * rcpCellSize) + 1 - Level->LPMinX;
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Level->LPHeight = (int)std::floor(probesMaxY * rcpCellSize) + 1 - Level->LPMinY;
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// Place probes in a grid for faster search
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Level->LPCells.Resize(Level->LPWidth * Level->LPHeight);
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int minX = Level->LPMinX;
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int minY = Level->LPMinY;
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int width = Level->LPWidth;
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int height = Level->LPHeight;
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for (LightProbe& p : Level->LightProbes)
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{
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int gridX = (int)std::floor(p.X * rcpCellSize) - minX;
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int gridY = (int)std::floor(p.Y * rcpCellSize) - minY;
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if (gridX >= 0 && gridY >= 0 && gridX < width && gridY < height)
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{
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LightProbeCell& cell = Level->LPCells[gridX + (size_t)gridY * width];
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if (!cell.FirstProbe)
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cell.FirstProbe = &p;
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cell.NumProbes++;
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}
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}
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Printf(PRINT_HIGH, "LoadLightmap: This is an old unsupported alpha version of the lightmap lump. Please rebuild the map with a newer version of zdray.\n");
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return;
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}
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Level->LMTexCoords.Resize(numTexCoords * 2);
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@ -59,21 +59,7 @@ void HWDecal::DrawDecal(HWDrawInfo *di, FRenderState &state)
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if (!di->isFullbrightScene()) DecalColor = DecalColor.Modulate(frontsector->SpecialColors[sector_t::sprites]);
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state.SetObjectColor(DecalColor);
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state.SetLightIndex(dynlightindex);
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// add light probe contribution
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if (di->Level->LightProbes.Size() > 0)
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{
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double x, y;
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decal->GetXY(decal->Side, x, y);
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LightProbe *probe = FindLightProbe(di->Level, x, y, decal->GetRealZ(decal->Side) * 0.5);
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if (probe)
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{
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state.SetDynLight(probe->Red, probe->Green, probe->Blue);
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}
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}
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state.SetTextureMode(decal->RenderStyle);
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state.SetRenderStyle(decal->RenderStyle);
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state.SetMaterial(texture, UF_Sprite, 0, CLAMP_XY, decal->Translation, -1);
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@ -197,6 +183,11 @@ void HWWall::DrawDecalsForMirror(HWDrawInfo *di, FRenderState &state, TArray<HWD
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//
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//==========================================================================
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static float mix(float a, float b, float t)
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{
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return a * (1.0f - t) + b * t;
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}
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void HWWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal, const FVector3 &normal)
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{
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line_t * line = seg->linedef;
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@ -342,7 +333,31 @@ void HWWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal, const FVector3 &nor
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dv[UL].u = dv[LL].u = lefttex / decalscale;
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dv[LR].u = dv[UR].u = righttex / decalscale;
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dv[LL].v = dv[LR].v = 1.f;
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// lightmap texture index
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for (i = 0; i < 4; i++)
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{
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dv[i].lindex = lindex;
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}
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// lightmap texture coordinates
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float tleft = left / linelength;
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float tright = right / linelength;
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float tuplft = ztop[0] != zbottom[0] ? (dv[UL].z - zbottom[0]) / (ztop[0] - zbottom[0]) : 0.0f;
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float tuprgt = ztop[1] != zbottom[1] ? (dv[UR].z - zbottom[1]) / (ztop[1] - zbottom[1]) : 0.0f;
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float tlolft = ztop[0] != zbottom[0] ? (dv[LL].z - zbottom[0]) / (ztop[0] - zbottom[0]) : 0.0f;
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float tlorgt = ztop[1] != zbottom[1] ? (dv[LR].z - zbottom[1]) / (ztop[1] - zbottom[1]) : 0.0f;
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dv[LL].lu = mix(lightuv[LOLFT].u, lightuv[LORGT].u, tleft);
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dv[LR].lu = mix(lightuv[LOLFT].u, lightuv[LORGT].u, tright);
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dv[UL].lu = mix(lightuv[UPLFT].u, lightuv[UPRGT].u, tleft);
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dv[UR].lu = mix(lightuv[UPLFT].u, lightuv[UPRGT].u, tright);
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dv[LL].lv = mix(lightuv[LOLFT].v, lightuv[UPLFT].v, tlolft);
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dv[LR].lv = mix(lightuv[LORGT].v, lightuv[UPRGT].v, tlorgt);
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dv[UL].lv = mix(lightuv[LOLFT].v, lightuv[UPLFT].v, tuplft);
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dv[UR].lv = mix(lightuv[LORGT].v, lightuv[UPRGT].v, tuprgt);
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// now clip to the top plane
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float vzt = (ztop[UL] - ztop[LL]) / linelength;
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float topleft = ztop[LL] + vzt * left;
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@ -356,8 +371,12 @@ void HWWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal, const FVector3 &nor
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{
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// decal has to be clipped at the top
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// let texture clamping handle all extreme cases
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dv[UL].v = (dv[UL].z - topleft) / (dv[UL].z - dv[LL].z)*dv[LL].v;
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dv[UR].v = (dv[UR].z - topright) / (dv[UR].z - dv[LR].z)*dv[LR].v;
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float t0 = (dv[UL].z - topleft) / (dv[UL].z - dv[LL].z);
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float t1 = (dv[UR].z - topright) / (dv[UR].z - dv[LR].z);
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dv[UL].v = t0 * dv[LL].v;
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dv[UR].v = t1 * dv[LR].v;
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dv[UL].lv = mix(dv[UL].lv, dv[LL].lv, t0);
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dv[UR].lv = mix(dv[UR].lv, dv[LR].lv, t1);
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dv[UL].z = topleft;
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dv[UR].z = topright;
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}
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@ -375,8 +394,12 @@ void HWWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal, const FVector3 &nor
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{
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// decal has to be clipped at the bottom
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// let texture clamping handle all extreme cases
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dv[LL].v = (dv[UL].z - bottomleft) / (dv[UL].z - dv[LL].z)*(dv[LL].v - dv[UL].v) + dv[UL].v;
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dv[LR].v = (dv[UR].z - bottomright) / (dv[UR].z - dv[LR].z)*(dv[LR].v - dv[UR].v) + dv[UR].v;
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float t0 = (dv[UL].z - bottomleft) / (dv[UL].z - dv[LL].z);
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float t1 = (dv[UR].z - bottomright) / (dv[UR].z - dv[LR].z);
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dv[LL].v = t0 * (dv[LL].v - dv[UL].v) + dv[UL].v;
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dv[LR].v = t1 * (dv[LR].v - dv[UR].v) + dv[UR].v;
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dv[LL].lv = mix(dv[UL].lv, dv[LL].lv, t0);
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dv[LR].lv = mix(dv[UR].lv, dv[LR].lv, t1);
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dv[LL].z = bottomleft;
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dv[LR].z = bottomright;
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}
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@ -427,7 +450,7 @@ void HWWall::ProcessDecal(HWDrawInfo *di, DBaseDecal *decal, const FVector3 &nor
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for (i = 0; i < 4; i++)
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{
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verts.first[i].Set(dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v);
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verts.first[i].Set(dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v, dv[i].lu, dv[i].lv, dv[i].lindex);
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}
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}
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@ -401,6 +401,7 @@ struct DecalVertex
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{
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float x, y, z;
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float u, v;
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float lu, lv, lindex;
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};
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struct HWDecal
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@ -433,7 +434,6 @@ inline float Dist2(float x1,float y1,float x2,float y2)
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bool hw_SetPlaneTextureRotation(const HWSectorPlane * secplane, FGameTexture * gltexture, VSMatrix &mat);
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void hw_GetDynModelLight(AActor *self, FDynLightData &modellightdata);
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LightProbe* FindLightProbe(FLevelLocals* level, float x, float y, float z);
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extern const float LARGE_VALUE;
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@ -46,61 +46,6 @@ T smoothstep(const T edge0, const T edge1, const T x)
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return t * t * (3.0 - 2.0 * t);
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}
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LightProbe* FindLightProbe(FLevelLocals* level, float x, float y, float z)
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{
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LightProbe* foundprobe = nullptr;
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if (level->LightProbes.Size() > 0)
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{
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#if 1
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double rcpCellSize = 1.0 / level->LPCellSize;
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int gridCenterX = (int)std::floor(x * rcpCellSize) - level->LPMinX;
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int gridCenterY = (int)std::floor(y * rcpCellSize) - level->LPMinY;
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int gridWidth = level->LPWidth;
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int gridHeight = level->LPHeight;
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float lastdist = 0.0f;
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for (int gridY = gridCenterY - 1; gridY <= gridCenterY + 1; gridY++)
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{
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for (int gridX = gridCenterX - 1; gridX <= gridCenterX + 1; gridX++)
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{
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if (gridX >= 0 && gridY >= 0 && gridX < gridWidth && gridY < gridHeight)
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{
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const LightProbeCell& cell = level->LPCells[gridX + (size_t)gridY * gridWidth];
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for (int i = 0; i < cell.NumProbes; i++)
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{
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LightProbe* probe = cell.FirstProbe + i;
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float dx = probe->X - x;
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float dy = probe->Y - y;
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float dz = probe->Z - z;
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float dist = dx * dx + dy * dy + dz * dz;
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if (!foundprobe || dist < lastdist)
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{
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foundprobe = probe;
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lastdist = dist;
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}
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}
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}
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}
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}
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#else
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float lastdist = 0.0f;
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for (unsigned int i = 0; i < level->LightProbes.Size(); i++)
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{
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LightProbe *probe = &level->LightProbes[i];
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float dx = probe->X - x;
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float dy = probe->Y - y;
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float dz = probe->Z - z;
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float dist = dx * dx + dy * dy + dz * dz;
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if (i == 0 || dist < lastdist)
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{
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foundprobe = probe;
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lastdist = dist;
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}
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}
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#endif
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}
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return foundprobe;
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}
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static bool TraceLightVisbility(FLightNode* node, const FVector3& L, float dist)
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{
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FDynamicLight* light = node->lightsource;
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